Avalon

 

Avalon is located in Erador

The ruler of Avalon is currently Lord Grimfang.

Avalon's armies number about 0 troops.

Avalon's income is currently 950 credits per week

Gym:

A gym is simillar to a training center but has a more detailed training system. Your squad can train in here and other people can join depending on the owner of the gym. You can also charge a price for customers if you own a gym. You can train and buy stuff to make it better. If you want to have your own gym then e-mail me what you want it to be called.
300X Gravitron- 500 gold (and must have 200x gravitron): Raises your Power by 300 with no weights. 600 with weighted clothing. 900 with extra weighted clothing. 1200 with super weighted clothing. (must have a PL of 10,000,000+ or 3 senzu beans everyday).
Regeneration Tank- 500 gold: A regeneration tank contains a healing orb. Can heal you when ever you want. It serves as one senzu. Can only be used once a day.

Castle: The capital of Avalon

The ultimate defense and storage building. This building will hold 50 henchmen, hide relics, house summoned creatures provide defense up to 10,000 PL and generate 500 credits per week. Once this is built you may also declare your own kingdom.

Inn:

This is a place to rest and regain health. You may charge others to use this structure and you will get all money made from it. It also generates 100 credits per week.

Mine:

A mine is required for raw materials used in createing weapons, items and a small amount of revinue. Once built new weapons and items will cost 0 to create. Revenue generated is 100 credits a week.

Tournament Stadium:

This attracts comerece to your location. Will provide 250 credits per week. it can also be used to add 50% the PL you would normally get in a battle for fighting here.

University:

Once built if a player chooses to train within the University abilities will take 4 days less to learn. If an ability takes 4 days or less to learn before going to the university, they will take 1 day to learn. Once this is built players may then reasearch Scholars.
Scholars: if you have researched scholars you may learn any ability which is only learned in a specific country, in your country (accept abilities learned in the Next Dimension).

Mage tower:

While in your territory, all magical abilities take one day less to learn. Training in the Mage tower raises your MP 10 pts a day. After a mage tower is built, you can research Magic Wall.
Magic Wall: creates a magical barrier around eitheryour entire location or a specific building. If around your location, can withstand a power of 10,000, if around a specific building, can withstand apower of 20,000. If the shield is around a specific building, the mage tower is also surrounded by a sheild able to withstand a power of 10,000 (not aplicable if mage tower is the sheilded building) If the mage tower is destroyed, the sheild loses half of it's power. If the barrier is destroyed, it can be created formed again in three days without having to research it again as long as the mage tower where it was researched still stands.

Store:

You get all the money made. You can choose any 10 items for your prices. You can also make items up (under my aproval and depending on weather you have enginiering skill or not). You must either buy or create the items in your store or have a henchman do it.

Bank -

All banks owned by all players are link so money may be wired to one another. Banks are a safe place to store money. Once money is place in a bank it cannot be stolen even if that branch is destroyed.

Engineers - (x2) Building defenses for Avalon

Once you own a player location you may choose to train henchmen as engineers. If you have an engineer you may build a structure within your location without actually being there. The are also useful in building anti-siege defenses, enhaceing buildings with relics.

Sage - PL: 500 Training until 1/30

Once you own a player location you may choose to train henchmen as a Sage. A sage is mentally linked with you in so you do not have to return to you player location to tell them what to do. They may also accompany groups of henchmen so they may carry out your bidding while away.

--Items which may be purchased in Avalon:
1-  Dragoon Armor: Team: $800 / Others: $1200
2-  Potion of Teleportation: Team: $100 / Others: $150
3-  Elf Healer: Team: $150 / Others: $200
4-  Steroids: Everyone: $50
5-  Mana Worm (small creatures that burrow into one's skin and enable people to gain 1 MP per day that they train, however they die when you battle): Team: $200 / Others: $500
6-  Zepplin (air craft that reduces travel by a day, and is unable to shoot down. also, due to the high altitude and little air, you gain 5 health per day that you train alone on this.): Team: $900 / Others: $1300
7-  Item Chest (locked chest that makes items un-stealable): Team: $400 / Others: $600
8-  Avalonian Weaponry [only sold in Avalon, and all advanced]
T:$700/O:$1000 Magi Ehrgeiz - (gauntlets that increases the effect of all magical projectile attacks and hand to hand attacks by 30%)
T:$600/O:$1000 Morning Star Scimitar - (a spiked mace on a chain connected to a long handle with a scimitar on the other end. very deadly/brutal, however harmful to user without swordsmanship.)
T:$600/O:$900 Dark Rapier - (slices through ANY elemental creature)
T:$600/O:$900 Electric Chakran - (precise bladed projectile disc charged with electricity [gift from norse gods], an effective stun weapon however, very dangerous to user without swordsmanship and gauntlets.)
T:$500/O:$850 Morning Star Nunchaku - (nunchuks with small spiked spheres chained to each end of the nunchuks. REQUIRES swordsmanship.)
T:$400/O:$700 Derivex - (large spiked sphere that, only when loaded with a single mana worm through it's ammo slot, is strongly attracted toward any magical being (other than the user) and strikes them hard. After this weapon is thrown/used, retreive it, but the mana worm will be dead.)
9-  Pawn - (offer to sell things to the store, and if I accept, I will give you 50% of the original cost back to you.)

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